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Unindent unfocused_run() and focused_begin() from previous commit

As always, indentation changes are applied in a separate commit to
minimize diff noise.
This commit is contained in:
Misa 2021-01-16 11:40:26 -08:00 committed by Ethan Lee
parent 1e9fb6aac0
commit c82c2afbbd

View file

@ -732,28 +732,28 @@ static enum LoopCode loop_begin(void)
static void unfocused_run(void) static void unfocused_run(void)
{ {
Mix_Pause(-1); Mix_Pause(-1);
Mix_PauseMusic(); Mix_PauseMusic();
if (!game.blackout) if (!game.blackout)
{ {
ClearSurface(graphics.backBuffer); ClearSurface(graphics.backBuffer);
graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
} }
graphics.render(); graphics.render();
gameScreen.FlipScreen(); gameScreen.FlipScreen();
//We are minimised, so lets put a bit of a delay to save CPU //We are minimised, so lets put a bit of a delay to save CPU
SDL_Delay(100); SDL_Delay(100);
} }
static void focused_begin(void) static void focused_begin(void)
{ {
Mix_Resume(-1); Mix_Resume(-1);
Mix_ResumeMusic(); Mix_ResumeMusic();
game.gametimer++; game.gametimer++;
} }
static void focused_end(void) static void focused_end(void)